Probleme (Installation)

Posted by Toki 
Probleme (Installation)
Date: September 19, 2014 11:24AM
Posted by: Toki
Hallo

Nach langem hin und her habe ich mich entschlossen wieder Grand Prix 4 zu spielen, doch nun nach der Installation von ZAZ Tools bin ich mit folgendem fehler konfrontiert.

Bestimmte funktionen von Zaz Tools funktionieren nicht mehr (Patchdownloader, Updater *Unable to retrieve list nachricht*), das resultat die Autos (in allen Mods die ich getestet habe) bleiben Weiß.

Könnte mir jemand vieleicht behilflich sein und mir Schritt für Schritt erklären wie man heute die Mods zum laufen bringen kann

Dafür wäre ich sehr dankbar

The Real Story of the Race was that the Renault's fell apart and the Ferrari's didn't.
Rosberg headed for the sliproad and retired, probably because of Nicotin starvation they have still not given him a helmet with a little hole in it.



Edited 1 time(s). Last edit at 09/19/2014 12:41PM by Toki.
Re: Probleme (Installation)
Date: September 19, 2014 05:37PM
Posted by: kedy89
Win7 oder Win8? Bei Win8 solltest nämlich nichts in Programme oder Program Files (x86) installieren, da es sonst aufgrund von Schreibrechten nicht funktioniert.

Eigentlich kannst der Anleitung hier von GP4Central folgen: [www.gp4central.com]
Wichtig dabei ist, dass du sowohl die GP4.exe als auch gpxpatch.exe im XP SP3 Kompabilitätsmodus sowie als Admin ausführst.

Wenn du dann ZaZTools installierst, ebenfalls bei Win8 nicht in die oben erwähnten Ordner. Bei Win7 sollte es normalerweise keine Probleme geben.
Die CSM.exe als Admin ausführen, ohne Kompabilitätsmodus.
Bei TSM, Slimtex und Easywad brauchst du's nicht.

Patchdownloader & unable to retrieve list deshalb, da die Update Server schon seit längerem down sind. Wenn die ZaZTools von GP4Central genommen hast, solltest aber die aktuelle Version haben.

Die unable to retrieve list Meldung kannst du deaktivieren, indem du CSM startest, dann File->Options und bei AutoUpdate den Hacken wegmachst.

Dass die Autos weiß bleiben, würde ich eher auf falsche Grafikeinstellungen zurückführen. Mach mal ein Backup deiner f1graphics.cfg (im GP4 Hauptverzeichnis), und probiers mal mit meiner (vorher in der 2. und 3. Zeile noch die Auflösung anpassen)

1			; f1graphics.cfg controls all settings (default 0)
1920			; [RELEASE] Game 3D Horizontal Resolution
1080			; [RELEASE] Game 3D Vertical Resolution
1			; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1			; [RELEASE] Enable hardware T&L if available
0			; [RELEASE] Run in a window
0			; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0			; [RELEASE] Force use of reference rasterizer
0			; [RELEASE] Vsync (0=>off, or every nth frame) v2
73			; [RELEASE] AutoPerformance (Automatic Performance Setting)
0			; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0			; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800			; [DEBUG] Game 3D Horizontal Resolution
600			; [DEBUG] Game 3D Vertical Resolution
1			; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1			; [DEBUG] Enable hardware T&L if available
0			; [DEBUG] Run in a window
0			; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0			; [DEBUG] Force use of reference rasterizer
0			; [DEBUG] Vsync (0=>off, or every nth frame) v2
153			; [DEBUG] AutoPerformance (Automatic Performance Setting)
0			; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
0			; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
0			; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth 
1			; Increase car texture quality (1 on, 0 off)
0			; Low track geometry (1 on, 0 off)
0			; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
4			; Number of mipmaps (0 => off) v2
1			; Use compressed textures if supported
1			; Full 32bit textures
7			; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
1			; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
1			; Render targets must match the main formats v2
1			; Enable Fogging
1			; Enable AdvancedCarShader v2
1			; Pre-light track (Update track lighting using CPU)
0			; Low res geometry track (1 low res, 0 normal)
1			; Rotate wheels via textures v2
0			; Bump map track (requires DP3; 0 => off)
4			; Load balance : Frames over which to sample occupancy
110			; Load balance : Start load decrease if occupancy over this
90			; Load balance : Start load increase if occupancy under this v2
75			; Load balance : Speed of load decrease ( < slower > faster)
33			; Load balance : Speed of load increase ( < slower > faster)
1			; Enable mirrors
2			; Angle left mirror 0(in)-16(parallel)-32(out) v2
2			; Angle right mirror 0(in)-16(parallel)-32(out) v2
16			; Magnify mirror (16 => normal <16 wide >16 zoom)
133			; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
1			; Overide show own car if mirrors set low
100			; Cockpit zoom (0 to 100) v2
2			; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
0			; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
9			; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
2			; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
512			; If Jitter, how many ?
60			; For normal reflections scale LOD (0 to 100%) v3
20			; For blured effect reflections scale LOD (0 to 100%) v3
0			; Maximum allowed heat hazes in a single view v2
0			; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
1			; Enable rain droplets on lens/visor
0			; Enable visor when in cockpit view
1			; Enable sky messages
1			; Enable true type fonts
0			; Environment map strength (0=>use game default)
1			; Full dynamic video walls v2
30			; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
0			; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000			; Number of particle time slices per second.
0			; TV style overlays on track cameras.
24			; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4			; Multiplayer overlays - show for N closest
0			; Enable user-defined gamma ramp v2
100			; Gamma ramp for Reds (min value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Reds (max value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Reds (pow value) range signed : 0-200  => -1 to 1 v4
100			; Gamma ramp for Greens (min value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Greens (max value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Greens (pow value) range signed : 0-200  => -1 to 1 v4
100			; Gamma ramp for Blues (min value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Blues (max value) range signed : 0-200  => -1 to 1 v4
200			; Gamma ramp for Blues (pow value) range signed : 0-200  => -1 to 1 v4
131			; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
100			; Cockpit Gamma ramp for Reds (min value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Reds (max value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200  => -1 to 1 v3
100			; Cockpit Gamma ramp for Greens (min value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Greens (max value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200  => -1 to 1 v3
100			; Cockpit Gamma ramp for Blues (min value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Blues (max value) range signed : 0-200  => -1 to 1 v3
190			; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200  => -1 to 1 v3
64			; Size in texels for shadows over each car v2
256			; Size in texels for projected shadows under each car
256			; Size in texels for blurred projected shadows under each car
0			; Attempt to page the over shadows
0			; Attempt to page the under shadows
1			; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
5			; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
5			; [MAIN VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
7			; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
92			; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
2500			; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
5			; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
100			; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
0			; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
3500			; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1			; [MAIN VIEW] Display track shadows
2			; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
9			; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 
4			; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
4			; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
1			; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
400			; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
1			; [MAIN VIEW] Reflect cars in wet track
1			; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
1			; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
200			; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0			; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
1			; [MAIN VIEW] Draw Particles
1			; [MAIN VIEW] Draw rain (0 => off, 1 => on)
1			; [MAIN VIEW] DrawBrakeGlows  (0 => off, 1 => on)
1			; [MAIN VIEW] DrawExternalSteering  (0 => off, 1 => on)
2			; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
11			; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
1			; [MAIN VIEW] Draw crowd camera flashes
1			; [MAIN VIEW] Draw sky
0			; [MAIN VIEW] Draw heat haze v3
3			; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
1			; [MAIN VIEW] Draw Bushes
1			; [MAIN VIEW] Draw trackside cameras
1			; [MAIN VIEW] Draw trackside cranes
1			; [MAIN VIEW] Draw distant buildings
1			; [MAIN VIEW] Draw near buildings
1			; [MAIN VIEW] Draw horizon strips
1			; [MAIN VIEW] Draw trackside photographers
1			; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
1			; [MAIN VIEW] Draw trackside platforms
1			; [MAIN VIEW] Draw videowalls
1			; [MAIN VIEW] Draw Misc. trackside objects
1			; [MAIN VIEW] Draw trackside fences
1			; [MAIN VIEW] Draw trackside walls
1			; [MAIN VIEW] Draw track kerbing
1			; [MAIN VIEW] Draw bridges
1			; [MAIN VIEW] Draw Near stands
1			; [MAIN VIEW] Draw Far stands
1			; [MAIN VIEW] Draw Near land
1			; [MAIN VIEW] Draw Far land
1			; [MAIN VIEW] Draw track marshalls
1			; [MAIN VIEW] Draw large trackside signs
1			; [MAIN VIEW] Draw small trackside signs
1			; [MAIN VIEW] Draw Near trees
1			; [MAIN VIEW] Draw Far trees
1			; [MAIN VIEW] Draw video-wall screens
1			; [MAIN VIEW] Draw shadows on track v2
1			; [MAIN VIEW] Draw Required trackside buildings
85			; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100			; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
1000			; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100			; [MAIN VIEW] Car lod : scalar
1			; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2			; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
2			; [MIRROR VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
2			; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115			; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
812			; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5			; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
183			; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
93			; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
50			; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
1			; [MIRROR VIEW] Display track shadows
1			; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
2			; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 
2			; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2			; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
0			; [MIRROR VIEW] Enable wet weather reflections
50			; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
0			; [MIRROR VIEW] Reflect cars in wet track
0			; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
1			; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
0			; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0			; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
1			; [MIRROR VIEW] Draw Particles 
1			; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
1			; [MIRROR VIEW] DrawBrakeGlows  (0 => off, 1 => on)
1			; [MIRROR VIEW] DrawExternalSteering  (0 => off, 1 => on)
1			; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1			; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
0			; [MIRROR VIEW] Draw crowd camera flashes v2
1			; [MIRROR VIEW] Draw sky v2
0			; [MIRROR VIEW] Draw heat haze v2
0			; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1			; [MIRROR VIEW] Draw Bushes v2
1			; [MIRROR VIEW] Draw trackside cameras v2
1			; [MIRROR VIEW] Draw trackside cranes v2
1			; [MIRROR VIEW] Draw distant buildings v2
1			; [MIRROR VIEW] Draw near buildings v2
1			; [MIRROR VIEW] Draw horizon strips v2
1			; [MIRROR VIEW] Draw trackside photographers v2
1			; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1			; [MIRROR VIEW] Draw trackside platforms v2
1			; [MIRROR VIEW] Draw videowalls v2
1			; [MIRROR VIEW] Draw Misc. trackside objects v2
1			; [MIRROR VIEW] Draw trackside fences v2
1			; [MIRROR VIEW] Draw trackside walls v2
1			; [MIRROR VIEW] Draw track kerbing v2
1			; [MIRROR VIEW] Draw bridges v2
1			; [MIRROR VIEW] Draw Near stands v2
1			; [MIRROR VIEW] Draw Far stands v2
1			; [MIRROR VIEW] Draw Near land v2
1			; [MIRROR VIEW] Draw Far land v2
1			; [MIRROR VIEW] Draw track marshalls v2
1			; [MIRROR VIEW] Draw large trackside signs v2
1			; [MIRROR VIEW] Draw small trackside signs v2
1			; [MIRROR VIEW] Draw Near trees v2
1			; [MIRROR VIEW] Draw Far trees v2
1			; [MIRROR VIEW] Draw video-wall screens v2
1			; [MIRROR VIEW] Draw shadows on track v2
1			; [MIRROR VIEW] Draw Required trackside buildings
25			; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
62			; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
400			; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
62			; [MIRROR VIEW] Car lod : scalar
0			; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
3			; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1			; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1			; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115			; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
1037			; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5			; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
171			; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
81			; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
100			; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
1			; [VIDEOWALL VIEW] Display track shadows
1			; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0			; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 
2			; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2			; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
1			; [VIDEOWALL VIEW] Enable wet weather reflections
50			; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
1			; [VIDEOWALL VIEW] Reflect cars in wet track
1			; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
0			; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
0			; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0			; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
1			; [VIDEOWALL VIEW] Draw Particles
1			; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
1			; [VIDEOWALL VIEW] DrawBrakeGlows  (0 => off, 1 => on)
0			; [VIDEOWALL VIEW] DrawExternalSteering  (0 => off, 1 => on)
1			; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1			; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1			; [VIDEOWALL VIEW] Draw crowd camera flashes v2
1			; [VIDEOWALL VIEW] Draw sky v2
0			; [VIDEOWALL VIEW] Draw heat haze v2
0			; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1			; [VIDEOWALL VIEW] Draw Bushes v2
1			; [VIDEOWALL VIEW] Draw trackside cameras v2
1			; [VIDEOWALL VIEW] Draw trackside cranes v2
1			; [VIDEOWALL VIEW] Draw distant buildings v2
1			; [VIDEOWALL VIEW] Draw near buildings v2
1			; [VIDEOWALL VIEW] Draw horizon strips v2
1			; [VIDEOWALL VIEW] Draw trackside photographers v2
1			; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1			; [VIDEOWALL VIEW] Draw trackside platforms v2
1			; [VIDEOWALL VIEW] Draw videowalls v2
1			; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
1			; [VIDEOWALL VIEW] Draw trackside fences v2
1			; [VIDEOWALL VIEW] Draw trackside walls v2
1			; [VIDEOWALL VIEW] Draw track kerbing v2
1			; [VIDEOWALL VIEW] Draw bridges v2
1			; [VIDEOWALL VIEW] Draw Near stands v2
1			; [VIDEOWALL VIEW] Draw Far stands v2
1			; [VIDEOWALL VIEW] Draw Near land v2
1			; [VIDEOWALL VIEW] Draw Far land v2
1			; [VIDEOWALL VIEW] Draw track marshalls v2
1			; [VIDEOWALL VIEW] Draw large trackside signs v2
1			; [VIDEOWALL VIEW] Draw small trackside signs v2
1			; [VIDEOWALL VIEW] Draw Near trees v2
1			; [VIDEOWALL VIEW] Draw Far trees v2
1			; [VIDEOWALL VIEW] Draw video-wall screens v2
1			; [VIDEOWALL VIEW] Draw shadows on track v2
1			; [VIDEOWALL VIEW] Draw Required trackside buildings
31			; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
67			; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
479			; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
67			; [VIDEOWALL VIEW] Car lod : scalar v2
1			; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting



Some mods
::: F1 1996 ::: F1 2002 ::: F1 2007 ::: F1 2011 ::: F1 2013 ::: F1 2015 ::: F1 2018 :::

Some other stuff ::: Some more other stuff
Re: Probleme (Installation)
Date: September 19, 2014 06:40PM
Posted by: Toki
Ich nutze Windows 7

Ich habe es nun mit der Zaz Tools version von GP4 Central versucht aber selbst damit geht es nicht, CSM bleibt immer beim laden an der gleichen stelle stehen und ich bekomme die meldung (Unload GPX Patch and GP4 first to restore), wenn ich versuche Mod über GPX zu starten stürzt das program ab.

Ich werde es morgen nochmal bei 0 versuchen

The Real Story of the Race was that the Renault's fell apart and the Ferrari's didn't.
Rosberg headed for the sliproad and retired, probably because of Nicotin starvation they have still not given him a helmet with a little hole in it.



Edited 1 time(s). Last edit at 09/19/2014 07:35PM by Toki.
Re: Probleme (Installation)
Date: September 19, 2014 07:36PM
Posted by: kedy89
Um welchen Mod handelt es sich denn? Einen CSM mod kannst du nicht über gpxpatch starten, wobei wenn du gpxpatch startest eigentlich trotzdem das Spiel starten sollte, allerdings halt mit den original 2001 Autos.

Kannst du denn GP4 ohne Mods über gpxpatch starten? Oder stürzt das Spiel da auch ab?



Some mods
::: F1 1996 ::: F1 2002 ::: F1 2007 ::: F1 2011 ::: F1 2013 ::: F1 2015 ::: F1 2018 :::

Some other stuff ::: Some more other stuff
Re: Probleme (Installation)
Date: September 19, 2014 08:09PM
Posted by: Toki
Ich kann GP4 ohne Mods über GPXpatch starten problemlos.

Es hat mit deiner Grafikeinstellung funktioniert die Autos sind nicht mehr weiss, trotzdem bleibt das problem das CSM nicht anständig funktioniert.

Ich starte CsM und lade den 1975 Mod er läd den Mod bricht dann aber ab (GPXpatch fenster öffnet sich) von CSM bekomme ich immer die selbe meldung (Unload GPX Patch and GP4 first to restore) aaaaaber wenn ich auf GPX Starten klicke werde ich mit dem 1975 Mod verbunden.

Er bricht immer ab dem selben Punkt ab (Talking to TSM)

UPDATE:
Ich habe heute morgen zum testen ne strecke installiert der ladevorgang wird fortgesetzt aber leider trotzdem abgebrochen, egal was ich mache es öffnet sich immer ein GPXpatch fenster

Update 2
Ich habe nun wieder die alte version von Zaz Tools installiert, nun funktioniert alles reibungslos (auch ohne die Updates)

The Real Story of the Race was that the Renault's fell apart and the Ferrari's didn't.
Rosberg headed for the sliproad and retired, probably because of Nicotin starvation they have still not given him a helmet with a little hole in it.



Edited 4 time(s). Last edit at 09/20/2014 01:58PM by Toki.
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